more tweaks to weapon script and revolvers

This commit is contained in:
derek
2025-03-04 15:27:37 -06:00
parent 88d9f0743a
commit e84aea9ef7
6 changed files with 40 additions and 47 deletions

View File

@@ -11,9 +11,9 @@ class_name level
@export var stamina_drop_enabled = true
@export var money_drop_enabled = true
@onready var item_pickup = preload("res://assets/item_pickup.tscn")
@onready var crown = preload("res://assets/crown.tscn")
var dead_player = preload("res://assets/dead_cam.tscn")
const ITEM_PICKUP = preload("res://assets/item_pickup.tscn")
const CROWN = preload("res://assets/crown.tscn")
const DEAD_PLAYER = preload("res://assets/dead_cam.tscn")
const DEAD_ANNOUNCE = preload("res://assets/dead_announce.tscn")
const CHEST_1 = preload("res://chest1.tscn")
@@ -65,7 +65,7 @@ func _ready():
#Spawn Crown
if GameGlobals.last_hit_path:
var crown_spawn = crown.instantiate()
var crown_spawn = CROWN.instantiate()
var crown_target = get_node(GameGlobals.last_hit_path)
if crown_target:
crown_target.add_child(crown_spawn)
@@ -174,7 +174,7 @@ func die():
SaveLoad.save_user_data()
var deadmsg = DEAD_ANNOUNCE.instantiate()
get_parent().add_child(deadmsg)
var instance_dead = dead_player.instantiate()
var instance_dead = DEAD_PLAYER.instantiate()
instance_dead.global_position = player.camera.global_position
instance_dead.transform.basis = player.global_transform.basis
if last_hit != null: